Base Class: Rogue
You have studied the humanoid body on a more intimate level than other Rogues. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes.
General Practitioner
When you choose this archetype at 3rd level, you gain proficiency in Medicine if you don't already have it, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.
Additionally, you can expend one use of a healer's kit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hitpoints at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hitpoints equal to your Intelligence modifier.
Swift Surgery
Starting at level 3, you know how to quickly patch up wounds, given the right tools. As an action, you can expend one use of a healer's kit to tend to a creature you touch. The creature can spend one Hit Die and roll it, adding both it's Constitution modifier and your Intelligence modifier to it. The creature regains hitpoints equal to the total (minimum of 1). The creature can't regain hitpoints from this feature again until it finishes a short or long rest.
Medical Malpractice
At 9th level, you learn to apply your anatomical knowledge in direct combat, hindering your targets by attacking weak points in their biology. When you deal Sneak Attack damage to a creature, you make cause a debilitating effect to befell the creature.
The target must succeed on a Constitution saving throw. You may forgo a number sneak attack die equal to your proficiency bonus to cause a minus to their constitution save.
(DC 8 + your proficiency bonus + your Intelligence modifier) or suffer one of the following effects of your choice for 1 minute:
Bleed. At the start of each of the target's turns, it loses 2d6 hitpoints due to blood loss.
Hamper. The target's move speed is reduced by 15 feet, and it has disadvantage on Dexterity saving throws.
Pain. The target has disadvantage on attack rolls and Strength checks.
Constructs, oozes, and creatures without appropiate physiology are immune to these effects. For example, a Skeleton can't bleed or feel pain, but it can be hampered.
A creature can only suffer from one of these effects at a time. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dosage Control
Starting at 13th level, your knowledge of medicine allows you to refine potions into a more concentrated form, seemingly doubling or even tripling their usefulness. Over the course of 1 hour, which can be done during a rest, you can refine a potion of healing within reach. When a creature drinks the refined potion, they roll a d20. On a result of 11 or higher, the potion is not consumed and can be drank again.
Peerless Physician
At 17th level, your knowledge of medicine is unmatched, and your capability in healing rivals that of great clerics.
When a creature benefits from your General Practice or Swift Surgery features, they use the highest number possible for each of their Hit Dice spent, instead of rolling.
Additionally, a creature who drinks a potion of healing refined by your Dosage Control feature uses the highest number possible for each die, instead of rolling for the potion's healing.
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